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Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games

Published: 30 August 2004 Publication History

Abstract

Today's Multi-player Online Games (MOGs) are challenged by infrastructure requirements, because of their server-centric nature. Peer-to-peer networks are an interesting alternative, if they can implement the set of functions that are traditionally performed by centralized authoritative servers. In this paper, we propose a zoned federation model to adapt MOG to peer-to-peer networks. In this model, zoning layer is inserted between the game program and peer-to-peer networks. We introduce the concept of zone and zone owner to MOG. Zone is some part of the whole game world, and zone owner is an authoritative server of a specific zone. According to the demands of the game program, each node actively changes its role to zone owner and works in the same way as a centralized authoritative server. By dividing the whole game world into several zones, workloads of the centralized authoritative game server can be distributed to a federation of nodes. We have implemented the zoned federation model, and evaluate it with a prototypical multi-player game. Evaluation results indicate that our proposed approach is applicable to small and medium-sized MOGs, where the number of nodes is less than 500.

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    cover image ACM Conferences
    NetGames '04: Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
    August 2004
    326 pages
    ISBN:158113942X
    DOI:10.1145/1016540
    • Program Chair:
    • Wu-chang Feng
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 30 August 2004

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    August 30, 2004
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    • (2022)An Introduction to Online Video Game QoS and QoE Influencing FactorsIEEE Communications Surveys & Tutorials10.1109/COMST.2022.317725124:3(1894-1925)Online publication date: 1-Jul-2022
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